Replies: 2 comments 1 reply
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Unless this got changed recently or something (as far as i know 4.0 branch
is extremely similar to 3.5 aside from the... point) pushing is handled
regardless of the current state in Player.gd, and forces movement.x to 0
The translate flag only prevents PhysicsObject.gd from pushing you out of
terrain, you'll still collide with objects and you'll still be considered
grounded when on top of terrain, and your sensors will still detect terrain
…On Mon, Dec 8, 2025, 4:53 PM Marawan Essam Reda ***@***.***> wrote:
So, I've added debug mode but it seems to collide with the terrain even
when the collision is disabled.. You can see it here where the ring (aka
Tails, also ignore the fact that the animation is still playing lol) stops
and struggles to go through the terrain.. Is this a problem with the
tileset itself or with how the player object handles it?
https://github.com/user-attachments/assets/45246d44-3b05-48c7-9e41-1a9b803ec582
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Answer selected by
QuartzTS
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I believe to prevent this from causing issues with dying every script just
checks for the death state exclusively.... not ideal.
You could search for it in an ecternal text editor though and find what odd
checks you may need to edit
…On Tue, Dec 9, 2025, 4:08 PM Neon ***@***.***> wrote:
Unless this got changed recently or something (as far as i know 4.0 branch
is extremely similar to 3.5 aside from the... point) pushing is handled
regardless of the current state in Player.gd, and forces movement.x to 0
The translate flag only prevents PhysicsObject.gd from pushing you out of
terrain, you'll still collide with objects and you'll still be considered
grounded when on top of terrain, and your sensors will still detect terrain
On Mon, Dec 8, 2025, 4:53 PM Marawan Essam Reda ***@***.***>
wrote:
> So, I've added debug mode but it seems to collide with the terrain even
> when the collision is disabled.. You can see it here where the ring (aka
> Tails, also ignore the fact that the animation is still playing lol) stops
> and struggles to go through the terrain.. Is this a problem with the
> tileset itself or with how the player object handles it?
>
>
> https://github.com/user-attachments/assets/45246d44-3b05-48c7-9e41-1a9b803ec582
>
> —
> Reply to this email directly, view it on GitHub
> <#324>, or
> unsubscribe
> <https://github.com/notifications/unsubscribe-auth/A4JOMPM2MNGFFL3OG7YDFDD4AXXOJAVCNFSM6AAAAACONR6AFKVHI2DSMVQWIX3LMV43ERDJONRXK43TNFXW4OZZGIZDMMRXGM>
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> You are receiving this because you are subscribed to this thread.Message
> ID: ***@***.***>
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So, I've added debug mode but it seems to collide with the terrain at even when the collision is disabled.. You can see it here where the ring (aka Tails, also ignore the fact that the animation is still playing lol) randomly stops and struggles to go through the terrain.. Is this a problem with the tileset itself or with how the player object handles collision?
8mb.video-pdL-DW7gYzb7.mp4
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